• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!
Hantoo
Reaction score
955

Profile posts Latest activity Postings Experience Resources About Medals

  • could you PM me just the model? I'm not really feeling like downloading a whole map, just to see it.
    well.. can't hurt if you duplicate and rename them.. it's just stuff that makes a well-done model..
    This are some really good ideas, but would need time to put together. Maybe sometime soon.

    Making an equipment wearer type of thing seems like it really would be too hard to do -- like a modernized version of oinkerwinkle's Geoset Merger. I might look into that if I get some time sometime soon.
    well.. re-check :p

    also one thing i noticed, if the model uses 'alternate' tags, the effects don't really show.. could you check a default war3 model that's suited for alternate tags, like demon hunter, or mountain king, and tell me if they have some attachment points i forgot to mention..?
    you did all i noted ya? (except the 'spell alternate' thingies, which we sorted)
    I've been sort of hung up recently, so unfortunately all of the stuff I had going on has ground to a catastrophic halt.

    I'll be gone for a bit, but when I come back it'll be via a burst of content.
    unsure about that horn.. but i'm kinda busy to try it right now.. will moderate it later..
    R
    just make sure dat you don't delete the pastebin
    R
    Create a pastebin and fill it all up: pastebin.com/raw.php?i=dhrWEsDA
    R
    Hi, Do you need another signature request? I can make you free. Add me friend :D
    wrap on the horse's nose and lower neck are awful.. could you fix that?
    'decay flesh' has the wings appear half through that animation, while they shouldn't, i guess. there is some clipping with the wings in some animations, but the rest looks ok.

    in the war3 editor's node manager, you have too many event objects, so you should comb through them to see what you need and what you don't.. same for attachment points.. also it would be good if you convert the model to mdl, open it with notepad, replace all 'Helper' words with 'Bone', exit and save on prompt, convert back to mdx and run optimizer in mdlvis to remove any not-needed bone if there are any
    Sorry, but atm I am overall busy, besides making a screen-shot is easy! Paint has a few tutorials on making a "fancy" image. Otherwise I suggest you to download Photo-shop or GIMP.
    I got just past the timeskip and then I stopped.
    As for this project, well it's something that I can promise you've never imagined. And it will bring your skill level in modeling up quite a bit. The nature of it I can't really discuss unless on skype, but it's something that you've never seen before.
    As for my country, US of A
    Yo, I sent you a friend request on skype, I might have a project you'd be interested in.
    Btw, I am also a Naruto fan :thumbs_up:
    well, morph and morph alternate need to be animations where the pegasus should start or stop flying. and right now you have only morph, which doesn't look like it's doing anything :b you also have an unnamed animation where the flying version falls and dies, see if you can make it useful or delete, also on your 'death alternate' the whole horse should disappear, because we see him shrink and remain a mini-horse :b your 'walk' is kinda too slow and should be removed, and 'walk defend' animation should be just renamed to 'walk' and 'walk 1'
    and last bit for not, the place where the mane touches the head is kinda odd and clipping, try to minimize that
    well....for me, your models are good enough
    it's good you are focused on creating certain objects, I see you have a nice collection of horses there :D
    keep modelling, good luck!
    Go ahead, mate! I don't care about credit, 'tis a bloody useless mechanic in here.

    Ye harv me permission to do with any of my models what you will.
    well.. take a look on a WoW gryphon mount while it's on the ground, i think there are a few such pictures, or just look at gryphon mount on thottbot (view in 3D)
    hmm.. the black armor feels nice, but is kinda simple and isn't 'sitting' on the horse right, the big golden lion face is too big for the horse, and is clipping with the legs, you should try something else there, as well as to continue the theme with shoulder/hip armor. right now it isn't for uploading

    as for pegasus, you'd need to make the wings folded while he does't use them, anim or just geoset, it's yours to decide.
    and yeah, swim anims need to go :b
    ah, neat. but you really gotta do something about those wings, so they're properly folded when not in use.. as they are now they kinda look like two planks, and even clip in some anims

    as for swimming.. not sure you need those oO and they kinda don't look good aesthetically
    sorry, but i cannot wrap for you, that is something you need to learn yourself.

    trick about wrapping is to delete one half of the mesh and work on the other, once you're satisfied with how that half looks, you can duplicate and flip to the other side and see how it looks, if it doesn't look that good, delete a half and work more on the other. a 'rinse and repeat' thing, really..
    Oh buggery, the bandit mage! I had completely forgotten that existed.

    I'll get to work on it for ye, good sir.
    Hello, at the moment - no. I have been working on various projects, and you? Did you need anything?
    it is quite simple, the horn texture does not really match well and.. i really don't 'get' this other 'mane' mesh. it's really feeling too simple for something 'spiffy' as a Unicorn.. i'd suggest making a mesh that's a bit higher in polygons and details.. maybe try to mimic a WoW-horse

    but if you try to edit a WoW horse model, then it must be reeeeeally reduced in filesize and optimised as much as you can.
    hi hayate
    good job on creating the models... I like them, I wish you will make a unicorn someday, it will be a perfect addition to your horse pack
    I shown you how the MUI works. You just have to be creative, if you won't let your imagination run, then i can't help you.
    I think your idea sounds like a really good one. I have been busy, and will add this program idea to my list of things to do, and hopefully I'll get it done soon.
    That's definitely a pretty good idea, although I'm not sure about the bbcode generator because I'd worry I might not be able to make something that was really better than the web utilities already in place here on the hive.
    I might look into it if I get some time, though.

    As for the hero glow adding idea, you can almost do it in Disarm right now. I opened a footman and did "Edit -> Add from -> Unit -> Paladin", typed "hero", pushed No, then typed "root". It adds hero glow to a footman, but the glow is floating and looks bad.

    So definitely a better program for that, or even an extra button in disarm, should totally be able to add hero glow, just as long as I sit down and write it.
    Cool looking models, very useful (at least for me, ye saved a project!) I'll make that icon for ye, mate. As for the skin I've got no idea if I can, but if you'll let me, I'll make works of fine-- I wouldn't call it art, what I do, but it'll be pretty!

    'Tis always good to hear one has an interest in old English, thespianism at its finest, wouldn't you say, fine sir?

    In the meanwhile I bid thee a good day. I'm off now, toodle-pip!
    I'm trying to make Draenor's races to reality :) I COULD use some help with creating spells
    One with comments:
    Whipcrack
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to WhipcrackAbility
    Actions
    Set Whip_Cast = (Triggering unit)
    Set Whip_Level = (Level of WhipcrackAbility for Whip_Cast)
    Set Whip_FinalDmg = (Const_Dmg + (Const_Dmg_Add x Real(Whip_Level)))
    Set Whip_FinalRadius = (Const_Whip_Range + (Const_Whip_Range_Add x Real(Whip_Level)))
    -------- Point should also be configurable. --------
    Set Whip_Point = (Target point of ability being cast)
    -------- OR Point could be --------
    Set Whip_Point = (Position of Whip_Cast)
    -------- Group should also be configurable --------
    -------- much better if you add the conditions here instead of in the pick loop. --------
    Set Whip_Group = (Units within Whip_FinalRadius of Whip_Point matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Mechanical) Equal to False)) and ((((Matching unit) is An Ancient) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (
    Unit - Create 1 Dummy_Unit for (Owner of Whip_Cast) at point facing Default building facing degrees
    Set dummy = (Last created unit)
    Unit - Add WhipcrackDUMMYAbility to dummy
    Unit - Set level of WhipcrackDUMMYAbility for dummy to level
    Unit - Add a 2.00 second Generic expiration timer to dummy
    Unit Group - Pick every unit in Whip_Group and do (Actions)
    Loop - Actions
    Set picked = (Picked unit)
    Unit - Cause Whip_Cast to damage picked, dealing dmg damage of attack type Spells and damage type Normal
    Unit - Order dummy to Orc Shaman - Bloodlust picked
    Custom script: call RemoveLocation(udg_Whip_Point)
    Custom script: call DestroyGroup(udg_Whip_Group)

    One with No comments:
    Whipcrack
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to WhipcrackAbility
    Actions
    Set Whip_Cast = (Triggering unit)
    Set Whip_Level = (Level of WhipcrackAbility for Whip_Cast)
    Set Whip_FinalDmg = (Const_Dmg + (Const_Dmg_Add x Real(Whip_Level)))
    Set Whip_FinalRadius = (Const_Whip_Range + (Const_Whip_Range_Add x Real(Whip_Level)))
    Set Whip_Point = (Position of Whip_Cast)
    Set Whip_Group = (Units within Whip_FinalRadius of Whip_Point matching (((((Matching unit) is A structure) Equal to False) and (((Matching unit) is Mechanical) Equal to False)) and ((((Matching unit) is An Ancient) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (
    Unit - Create 1 Dummy_Unit for (Owner of Whip_Cast) at point facing Default building facing degrees
    Set dummy = (Last created unit)
    Unit - Add WhipcrackDUMMYAbility to dummy
    Unit - Set level of WhipcrackDUMMYAbility for dummy to level
    Unit - Add a 2.00 second Generic expiration timer to dummy
    Unit Group - Pick every unit in Whip_Group and do (Actions)
    Loop - Actions
    Set picked = (Picked unit)
    Unit - Cause Whip_Cast to damage picked, dealing dmg damage of attack type Spells and damage type Normal
    Unit - Order dummy to Orc Shaman - Bloodlust picked
    Custom script: call RemoveLocation(udg_Whip_Point)
    Custom script: call DestroyGroup(udg_Whip_Group)


    See? I only used one dummy to cast the bloodlust for all units in range that matched the conditon when they were picked (they weren't sorted IN the loop so enemy units counted in the pick where not looped). Also used just one location and somehow a couple less variables. :)
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
  • Loading…
Top